Skip to main content

Full text of "Apple Manual: dream zone"

See other formats


CREDITS 

DREAM ZONE is an original creation conceived, designed, and created by 
JAM, Software 

Plot and Game design by: Andy "believe me.., I can do it" Gavin and Jason 
"not gettin' paid enuf" Rubin 

Programming by: Andy Gavin 

Graphics and Art by: Jason Rubin 

Music driver by: Audio Light, S 1986 Audio Light Inc., All Rights Reserved. 
Songs and Music by: Sarah "super-sound" Sidman with Andy and Jason 
Documentation by: Andy and Jason 
Published by: Baudville, Inc. 

Thanks to Michael "answer-man" Darooge for technical help, Bill "money-bags" 
Darooge, and Debbie "dead-line" Goddard. and all the other wonderful lifeforms at 
Baudville. 

Thanks to Danny "nice try" Schwarz for his ideas and musical abilities. 

Thanks to play testers: Greg Roggin, Canaan "the brother" Rubin, Spenrock 

Ezekual Joshua Jerusalem Stone (Zeke), Mitch "I want to be the brother" Gavin, 
Peter "this is my game"' Steinberg, Danny Steinberg. Brain "where are the 
pictures" Walsh, and the elusive Alex "BC" Whatever. 

Most of all thanks to Peter Gabriel for the music that gave Andy the patience to 
write c. 200K of code. 

Remember, this has been an Andy Gavin and Jason Rubin production, "we do it all 
for you." 

By the way look for our next game, in the works or in the stores as you read this. 
Dedicated to the found memory of Chelsea. 

COPYRIGHT NOTICE 

© 1987 JASON RUBIN and ANDY GAVIN. All Rights Reserved. 

WARNING: THIS SOFTWARE PROGRAM AND MANUAL ARE BOTH PRO- 
TECTED BY U.S COPYRIGHT LAW. UNAUTHORIZED REPRODUCTION AND/ 
OR SALES MAY RESULT IN CRIMINAL PENALTIES. COPYRIGHT INFRING- 
ERS MAY ALSO BE SUBJECT TO CIVIL LIABILITY. 

Apple is a registered trademark of Apple Computer Inc. 

APPLE COMPUTER, INC. MAKES NO WARRANTIES, EITHER EXPRESS OR 
IMPLIED, REGARDING THE ENCLOSED COMPUTER PACKAGE, ITS MER- 
CHANTABILITY OR ITS FITNESS FOR ANY PARTICULAR PURPOSE. 




High Performance Software 



WW 



]) ft F A M 




Adventure Guide 



DREAM 




By: Andy Gavin & Jason Rubin 
INTRODUCTION 

It happened again last might. The sweating, the tossing, the turning. Crying out in 
the night and then suddenly waking with nothing to remind you of what had terrorized 
you, bul the exhausted feeding you experience all day. Something has to be done. But 
what? 

In the morning you go downstairs to the kitchen and greet your parents who give you 
that now familiar helpless Hook, and your brother, who complains about your ruining his 
sleep. You sit down to a cold bowl of oatmeal and answer the same barrage of 
questions you get every rmorning: "Yes. it happened again; yes, it was the same type 
of thing; no, I don't know what it is; no, I haven't eaten Chinese food with a lot of MSG 
lately"" 

Then something happems to make you believe in miracles. The newspaper falls off 
the table and flies apart ion its way to the floor. Your eyes are drawn to a small 
unobtrusive classified ad lin the middle of the page: 

PS YCHOMENTAL HELP - Call 555-5362 - Dr. Sigmund Fraud, DPM, DIP. MDF, MIT, 
CIA. IBM, IT. AD. and FJDW. Anyone helped - low rates - 24 HRS. Parking in the Rear! 

Thai night you sneak oiut your window, shinny down an oak tree, and head for the 
address the lady on the phione gave you. You find yourself in the front of a dilapidated 
building in a desolate psart of town. A sign says "DR. FRAUD-KNOCK TWICE. 
NEUROTICS MAY JUST ENTER." The heavy creaky wooden door opens to reveal 
a lady whose voice you rrecognize from the phone. She greets you in the same 
baritone, "Down sit. busy lis the doctor, soon be with you he will." 

You have some second! thoughts when the doctor finally appears. Dr. Fraud looks 
like his name with bleached "Einstein" hair growing wildly around his tanned dry face. 
He is wearing a multicolored Hawaiian shirt and a giant chain around his neck clinks 
in your face as he leans ower and asks, "Vat ist de problem?" As you begin to explain, 
the doctor, seemingly unirnterested, starts playing with a giant console of some sort. 
When you finish, he nods and whispers "Ist to be kviat please. I tinkin." He folds himself 
into a tight bundle in an arrmehair. After an eternity, he unfolds himself and explains. 
"Vile jours is not ein eazy c;aze, I can do zomezing for jou.. .Cost negligible !" You agree, 
realizing this may be your only hope of a full nights sleep again. 



2 



He returns to the console and picks up a bundle of little wires with suction cups at 
the ends. Slowly he attaches the cups to almost every part of your anatomy. "Now ve 
solve problem, cloze de eyez und tink nice tings." He dims the lights and flips some 
switches. You feel power surge from one end of your body to the other as you lie 
paralyzed. "Drink zis," he finally says and hands you a glass of strange liquid as you 
open your eyes. "Jou go home," he explains, "Tomorrow, ven jou go to zteep. jou 
dreem. And if jou not get out of jour dream, jou no vake up," 

Dr. Fraud tells you there is a beast in your mind, a monster who possesses no power 
by day. but rules your thoughts at night. You must kill the beast or your nights will 
continue sleepless. The beast will do everything in its power to win. It will throw your 
worst fears back at you and play with your mind. You have only one advantage over 
the beast: it likes games and will play with you. The people it puts in your way are not 
necessarily good or bad, but all worth talking to. It won't send you to places that have 
no purpose and won't make it impossible to succeed -just hard. 

All the next day, you worry about the coming night Visions of horror movies and 
ghost stones haunt you. Will these be what you see tonight? Will you have the strength 
to survive? 

Finally , it's time to go to sleep. You stumble up the stairs to the upper hall. Will this 
be the last time you see these familiar sights? You open the door to your room and 
prepare to enter the DREAM ZONE . . . 

SYSTEM REQUIREMENTS 

Apple llGS with 51 2K RAM. mouse, and one or two 3.5" disk drives. 
STARTING UP 

To start DREAM ZONE, place the disk labled "PROGRAM DISK A" in drive 1 . If you 
have two drives, insert the disk labled "DATA DISK B" in drive 2. Then turn on the 
computer. After a few moments, you will be greeted by the DREAM ZONE title page 
and theme song. Click the mouse button or press a key to conttn-ue with the game. 
If you only have one drive, you will be prompted to insert "DATA DISK B" at this point. 

DREAM ZONE is filled with people, places, things, and other assorted goodies. 
Some things can be picked up and moved, some can be used, people can be talked 
to, and everything can be examined. Like real life, your actions add up to your current 
situation. If you eat the sandwich it is eaten, gone, finished. But fortunately unlike real 
life you can start over when you mess up. 

USING THE MOUSE 

The game is played by typing plain English commands, or by using the mouse to 
select screen objects and action icons. Most of the game can be played using only the 
mouse. Typing is sometimes required for special commands and words. When you 
move the mouse, a small arrow or pointer will follow on the screen. 

Click means press and quickly release the mouse button. To select something on 
the screen, move the pointer to that item and click, 

Double-Click means click the mouse button twice in rapid succession. Double- 
clicking is used to select an item for some special or alternate action. 



3 



THE DREAM ZONE SCREEN 



Load Save Edit Options 




This is his Lordship's bedroom, and gaudu i it 
is. One special adornment, a ravishing gir.rl 
catches your etje 



>talk to girl 



I IE 1 



MENU BAR 



CONTROL PAD 



DISPLAY LINE 



DESCRIPTION WINDiOW 



COMMAND LINE 



Each area off the DREAM ZONE game screen h has a special function. Clicking the 
mouse in these areas will allow you to move quiuickly through the varioius locations, 
conversing with people (and things), and picking u up useful items along tine way. If you 
read through the instructions, you will find many s special features {and perhaps even 
a few clues) to help ycu through the DREAM ZODNE. 



The Menu Bar 

The menu bar at the top of the screen provides a access to several pull-down menus. 
Each word on tine menu bar is the title of a different menu. To pull down a menu , move 
the pointer to the desired menu title and hold dowwn the mouse button, The menu will 
appear and remain visible until you release the moouse button. To choose a command 
from a pull-down menu, point to the menu title, hoold down the mouse button, drag the 
mouse pointer down the list until the desired commmand is highlighted, then release the 
button. The command will flash briefly to indicatEte that it has been selected. 

At the left end of the menu bar is an symbol \l which marks the Apple menu. This 
menu contains the ' About Dream Zone" eommaand which displays a dialog box with 
the current program version number. When a i dialog box appears, click "OK" or 
"Cancel" to close the box and continue. 

Next to the Apple menu are the Load and Save/e menus. You can save the current 
game in progress with the Save menu (up to 10 d different games can be saved). Use 
the Load menu to restore the saved game. It is a a good idea to save your game when- 
ever danger is lurking. You never know when youiur dream adventure may be cut short 
by an unfortunate accident. 

The Edit menu has Undo, Cut, Copy, Paste, andid Clear commands for -editing text 
you have typed in the command line at the bottoom of the screen. 

The Options menu has several special program n options: 

1 ) The Color Text command will switch between) n color or black text in the 
description window, 

2) The Visible Objects command will make movweable items visible or invisible. 
When this option is checked, the objects appeear as pictorial icons in the picture 
area. If you seek a greater challenge, make tl them invisible. 

3) The Special Inventory command will move ycyour inventory display from the 
icon bar to the description window so they caran be accessed more easily. 

4 



4) The Music On command will turn the music on and off. 

5) The New Game command will restart the game at the beginning. A dialog box 
will warn that you will lose the current game. If you do not wish this, then select 
cancel and save your game. 

6) The Quit command will end the game and exit to ProDOS or a previous 
application. 

Most of the commands in the menu bar can be selected using special key combin- 
ations instead of pulling down the menu with the mouse. These shortcut commands 
are selected by pressing the [ J key and a letter key simultaneously. The available 
shortcut commands are indicated by an apple symbol and a letter listed next to the 
menu item. 

The Picture Area 

This area of the screen displays a panoramic view of your current location in the 
DREAM ZONE. At the beginning of the game it shows the inside of your bedroom. 
Often there are people or things of special interest in the picture area. Clicking one of 
these objects will type the name of the object in the command line (just as if you had 
typed the name). Double clicking the object will give a detailed description. Moveable 
objects will appear in as small tile icons in the picture area. Up to twelve objects can 
be in a location at one time. Clicking an object tile will type the object's name into the 
command line. Double-clicking will pick up the object and place it into your inventory. 

The Control Pad 

To the right of the picture area is the control pad. The control pad buttons are 
marked: Up, Down, North. South. East, and West, These buttons will move you from 
one location to another without distubing text on the command line. The unmarked 
button in the center is the Enter button used to enter a room or building. Double clicking 
the Enter button will cause you to Exit the current location, 

You can also move by typing "GO NORTH" or " NORTH" or just the first letter of the 
direction (U, D, N, S, E, W) on the command line. Occasionally you will have to use 
"ENTER" or another command to move to a desired location. 

The Display Line 

Just below the picture is a display line made up of three sections. The center section 
is a short description of the room or location you are in. Clicking this description will 
give a more detailed description. 

The far right side of the display line is the view box that tells you what direction you 
are facing. When the view box says "NORTH VIEW", it means you are facing north 
looking at the picture area. Clicking on the view box will insert the word "ABOUT" into 
the command line. While this may seem strange at first, you will find this word used 
frequently. 

If any people or characters are accompanying you on your journey, their names will 
appear at the far left section on the display line. Clicking one of these names will type 
the name into the command line. Double-clicking inserts 'TALK TO name " into the 
command line 



s 



The Icon Bar 

The icon bar contains the inventory button (i) and easy-access buttons tor often 
used action words. Clicking an action icon will put that word in the command line; 
double-clicking an action icon will insert an alternate word: 



Click 


Double-Click 


Look 


Look Around 


Get 


Get All 


Drop 


Drop All 


Talk To 


Say 


Give 


Show 


Use 


Wear 


Buy 


Steal 


Hit 


Kill 


Open 


Eat 



Inventory is different from the other icons. If you click the inventory button, the 
objects you are carrying will appear on top of the action word icons. Clicking one of 
these possessions will insert the word in the command line. Instead if typing "GET 
PAJAMAS", you can simply click the GET icon and then click the PAJAMAS icon 
(assuming you see it on the screen). Click the inventory button again to restore the 
action word icons. Double-clicking (i) types the word "INVENTORY" and lists your 
possessions in the description area. Select the Special Inventory command in the 
Options menu to move the inventory icons down so they don't cover the action word 
icons. 

The Description Window 

This window displays all the messages you will encounter, from detailed descrip- 
tions to conversation to death notices. The text is color-coded depending on the 
message type. For example, blue text is description, light-blue is conversation, pink 
means you can't move in that direction, and red means something very serious is 
happening. 

Note: Clicking in the description window is the same as pressing (Return], 

The Command Line 

This is where you enter commands. Any combination of typing, clicking, and editing 
can be used to create a phrase or sentence that will be used for a command. When 
you press [Return) or click in the description window, the command is processed. A 
parser will read your command, think about it, and then take appropriate action. The 
command should start with a verb. The action words on the icon bar will do just fine 
in most situations, but sometimes you will have to try a different word. The parser will 
let you know if it doesn't understand, and will try to help if it understands only part of 
a command. 

Bad spelling is tolerated as long as you get the first four letters right and put spaces 
between words. The parser Is also good about extra words. If you want to examine 
the bed, "LOOK AT THE BED" and "LOOK BED" will give the same result. Just 
remember to press [Return] or click the description window to send the command to 
the parser. 



6 



HELPFUL TIPS 

There are clues everywhere to help on your journey through the DREAM ZONE. 
Examine every new location carefully and talk to the people you meet. If a situation 
looks threatening, save your game before taking an uncertain action. 

Conversations 

People are one of the most important elements in the game. Looking at people will 
merely give a physical description of them. Talking to them will usually be more helpful . 
The "SAY" command is verbal proclamation. If you type SAY 'HELLO" then you are 
saying out loud, "HELLO." This is not appropriate for conversation where information 
is needed. On the other hand, if you want to tell someone that you are ready, then SAY 
'READY' is a good choice, When you use the "SAY" command, use single quotes 
around the word or phrase you are saying. 

Use the "TALK TO" command to start up a conversation, People usually will re- 
spond with some greeting or clue. You can "ASK someone ABOUT something" or 
"TALK TO someone ABOUT something" to get more specific information . You can also 
"ASK ABOUT something" without talking to anyone in particular; there may be a 
response from an unseen source. 

Action Commands 

It is possible to carry up to nine objects in your inventory. When an object is plainly 
visible in the picture, you can double-click it or use the "GET" command to pick it up. 
Often you will have to do more than just "GET" an object you need; you may have to 
buy, swap, bribe, or even steal it! The "DROP" command will drop an inventory item 
at the location. 

The "GIVE" and "SHOW" commands are similar and often interchangeable. If you 
want to bribe someone, use "GIVE THE MONEY TO someone'' or "GIVE someone 
THE MONEY". When someone hints that they want something you have (or can get) 
you will probably do well to give it to them. 

The "USE" command is very versatile. For example, "BRUSH TEETH" and "USE 
TOOTHBRUSH" are the same. On the other hand some things like "USE MONEY" or 
"USE THE GUN" are too general. Instead use more specific directed actions like 
"SHOOT THIEF" or "HIT THE BUM." 

Words like "WITH" and "ABOUT" may be needed in some commands. "OPEN 
DRESSER" will work if the dresser is unlocked, whereas "OPEN DOOR WITH KEY" 
might be required on a locked door. Commands like "SWAP" and "REPLACE" require 
two specific objects. In this case you would "SWAP something WITH something." 

A few words like "HELP" "DIG" and "JUMP" can be single word commands. The 
"JUMP" command by itself will jump you straight up, while "JUMP WEST" will jump you 
in a direction. 



7